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Player input please on a couple of custom world rules...
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<blockquote data-quote="DracoSuave" data-source="post: 4951772" data-attributes="member: 71571"><p>The game is pretty dependant on them getting the items they want and need for their characters as part of its design.</p><p></p><p>If you're trying to increase the 'WOW' factor of magic items, then setting a random roll on whether you can get utility stuff like potions might not be the right way to go. Making randomfail for getting relatively unexciting magic items doesn't -add- excitment and interest in the items, it actually makes those moments of randomfail sting just a little more.</p><p></p><p>Not to mention, when you hand the Cleric a hammer and he goes 'Wow. Not a Crusading hammer.' the dieroll fail to get the stuff he feels he -needs- might cause a lot of dissatisfaction.</p><p></p><p>If the idea is to make certain places centers where items are available, and reduce their availability outside that, then 'Why do you think there'd be a shop for +6 Godplate in this tiny fishing village? You figure that if -anywhere- you could find some at the Bizarre of Wonders in Sigil's Lower Ward, I mean, you've been there before, and can trek there again.' should be a good enough answer. It's not a dissapointment, and it doesn't give the promise of dissapointing luckfail in the future. It's a 'Not now, but here you can' that the players can rely on.</p><p></p><p>As for the Enchant Magic Item issue, many DMs don't bother to ration out spell components or use the system as provided, and that leads heavily to this problem.</p><p></p><p>But, the idea of fonts of power is a good one, altho personally, I'd make it level-specific. So once you, say, outlevel the item by 5 or so (an arbitrary number) then the power of the character is great enough that they don't need a font of power, as they've outclassed such mortal concerns.</p><p></p><p>But that's just me.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4951772, member: 71571"] The game is pretty dependant on them getting the items they want and need for their characters as part of its design. If you're trying to increase the 'WOW' factor of magic items, then setting a random roll on whether you can get utility stuff like potions might not be the right way to go. Making randomfail for getting relatively unexciting magic items doesn't -add- excitment and interest in the items, it actually makes those moments of randomfail sting just a little more. Not to mention, when you hand the Cleric a hammer and he goes 'Wow. Not a Crusading hammer.' the dieroll fail to get the stuff he feels he -needs- might cause a lot of dissatisfaction. If the idea is to make certain places centers where items are available, and reduce their availability outside that, then 'Why do you think there'd be a shop for +6 Godplate in this tiny fishing village? You figure that if -anywhere- you could find some at the Bizarre of Wonders in Sigil's Lower Ward, I mean, you've been there before, and can trek there again.' should be a good enough answer. It's not a dissapointment, and it doesn't give the promise of dissapointing luckfail in the future. It's a 'Not now, but here you can' that the players can rely on. As for the Enchant Magic Item issue, many DMs don't bother to ration out spell components or use the system as provided, and that leads heavily to this problem. But, the idea of fonts of power is a good one, altho personally, I'd make it level-specific. So once you, say, outlevel the item by 5 or so (an arbitrary number) then the power of the character is great enough that they don't need a font of power, as they've outclassed such mortal concerns. But that's just me. [/QUOTE]
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